| Commit message (Collapse) | Author | Age | Files | Lines |
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Which didn't handle indirect drawing, compute and tessellation
Since ES 3.1/3.2 don't provide API for glShaderStorageBlockBinding,
code was adjusted to use the default binding points and not require
that API.
Change-Id: Ie4dcd05f0a1d72e4a25f49b5fae138dc605ba5e3
Task-number: QTBUG-70660
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Ie7baba99e03defcd3d8194fd11838a86d1680060
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Taking into account we have texture sharing in the backend,
we can only update frontend texture properties once we have
created the shared backend texture.
Code was adjusted to retrieve these properties when creating
the GLTexture. Such changes are stored and sent on the next
run loop from a job where they are distributed to all referenced
frontend Texture.
The status property handling has also been updated to send status
changes to all shared textures instead of just the texture whose
data generator is used to gather the data.
A manual test checking texture property updates, sharing and
remote url sharing has also been added.
Change-Id: I8ed2449fe57c9d7337580b0f7561f974cbd5006d
Task-number: QTBUG-65775
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Can now specify source urls to QAnimationClipLoader with query
parameters for animationIndex or animationName.
Add a new manual test to demonstrate/test this by loading the 2nd
animation from the Rigged-Simple.gltf file.
Will followup with the same support for Qt 3D native json animation
files.
Change-Id: Icb66073f29b8471fe06e2e2e9c43720567dc9ee5
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: If51c8377f5b29433feaa520a7586f0608b7510f1
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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This behavior prevented using TextureImage not directly parented by the
Texture that uses them (assert would be triggered). In turn, this also
prevents sharing a TextureImage among several Texture instances which is
counter productive since this is where the data is actually stored.
This patch fixes this issue. It removes all direct coupling between Texture
and TextureImages. Now Texture only contains the list of TextureImage ids it
references. This allows to not make look-ups into the TextureImageManager to
retrieve handles, which could be an issue if TextureImages have not yet had
their backend created. TextureImage doesn't keep track of the referencing texture
that uses it anymore. Instead, we let the renderer do the job of checking if any of
the TextureImage referenced by a Texture has changed to trigger actual Texture
update.
Change-Id: I3c63379d0f4b314e9b53f225870eeaded0bb4aec
Task-number: QTBUG-69407
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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_q_postConstrutorInit is called in a deferred invocation when constructing a
Node with a parent. If several nodes are created that way, the
_q_postConstructorInit call from the node which parents the other will
actually build the node creation changes for the whole subtree and incidently
prevent the _q_postConstructorInit invocation for the children to do anything
(including setting the scene). Therefore _q_postConstructorInit should set the
scene on all the Node it will be creating creation changes for.
Change-Id: I07d4e80675758b9701cc941881f1faaa1c89af4b
Task-number: QTBUG-69352
Reviewed-by: Svenn-Arne Dragly <svenn-arne.dragly@qt.io>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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We check that the animator can be played in the frontend. Each animator
subclass must implement their own canPlay method.
In the backend we correctly check the clipAnimator can be played
Task-number: QTBUG-69369
Change-Id: If8bca9b73321e2bfdb4d68ddc286df0109ee91f1
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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If we delay the cleanup of backend Texture instances, in the case of a texture
being reparented from an existing node with backend to a node with no
backend, the resulting node destroyed, node created changes delivered in the
same loop would result in the Texture still being marked for destruction and
eventually being destroyed even though it was recreated.
This patch now still marks textures that were destroyed (by storing their
ids), so that the GL Texture managers can update the resources
accordingly. However, we now cleanup Textures immediately. We also remove
textures ids marked for destruction in the GL texture managers if we detect a
Texture with the same id is readded.
Change-Id: I29092d7dff9f70bb9fb4b15f4e9419ee1791b6e2
Task-number: QTBUG-69379
Reviewed-by: Mike Krus <mike.krus@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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If the discriminant is close to zero, evaluate it as being zero.
Change-Id: Ief2624dd512d703e44d8a0c63431baef3cee7c45
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Change-Id: Ibbaae84a616afbe8be35904e9185be668e32f1c7
Task-number: QTBUG-69284
Reviewed-by: Mike Krus <mike.krus@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I8c8583e318aef59c4fc280bc85ea6171538f53f3
Task-number: QTBUG-69028
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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The updating of referenced layer ids for each Entity should only be performed
once and not by multiple jobs. Therefore, this update was moved into a
dedicated job which is now a dependency of the filterentityjob instances.
Change-Id: Ie8ecc49a7c6c7d41a1f1f0d18619b5e142b68204
Task-number: QTBUG-68942
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I71f1352de28383d5105c7ff887191265b509d191
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Task-number: QTBUG-68759
Change-Id: I26d4db00bf58ce6061a797e415371abaee1b1202
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Could not find a decent way to do a renderer/vendor string query due to
the convoluted internals so just used a define for now.
Task-number: QTBUG-67937
Change-Id: I0dcfa41377a5e430d3f7973c5aaa01535100c53c
Reviewed-by: Liang Qi <liang.qi@qt.io>
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Accept cubic roots that are close enough to 0 or 1 that the difference
is likely a numerical error. Also add a regression test to catch one of
these corner cases.
Task-number: QTBUG-67886
Change-Id: Ia05650699638e4bb7d13fa18b31d71071909bd51
Reviewed-by: Christian Stromme <christian.stromme@qt.io>
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All texture assets were made by KDAB under the CLA. The material
"sphere" mesh is from Allegorithmic and published under the
Creative Commons 4 license. See paragraph 1.2 of
https://www.allegorithmic.com/legal/substance-share
Task-number: QTBUG-61415
Change-Id: I23d61723bbac561e22e11fa57105b29148c01699
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
(cherry picked from commit 74c06c02f896c6aba408cfd0857d317378572736)
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The equation is a*x^3 + b*x^2 + c*x + d = 0.
Previously, we would divide by zero if a = ~0.
This change also makes sure that we return zero no roots in the case
where a = ~0 and c*c - 4*b*d < 0, and the case where a = b = c = ~0.
Finally, we return 0 or 1 if we're close enough to assume that it could
be a numerical error.
This change also adds tests for the above cases.
Change-Id: I426d2fc6175b3aff6fe099845bf63d433c158536
Co-authored-by: Christian Strømme <christian.stromme@qt.io>
Reviewed-by: Christian Stromme <christian.stromme@qt.io>
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Change-Id: I05bef741048fbb29fab261b48f48a20d1d131bcc
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: I2db7a8dccac5d6ec808734786c8f8349f84dcfe4
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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This will allow to only deal with the AbstractRenderer class interface in the
QRenderAspect. Then in practice, the setOpenGLContext function may just be
ignored by renderers which don't care about OpenGL
Change-Id: I1adc9c203e78a31ef1054a3be36e703b4e1a6f3e
Task-number: QTBUG-61151
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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This will allow it to be reused by the various renderers
Change-Id: I5707496a40b91077a363734cc72af820ec5ca8c4
Task-number: QTBUG-61151
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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This is another step toward isolating the renderer from the render aspect
Change-Id: I4031675b961d6645b65bbe05cf62d150993038b0
Task-number: QTBUG-61151
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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- CommandThread has been improved to not use an exec loop and properly
instantiate its own GL context + GraphicsContext that is bound to an
offscreen surface
- The dirtyShaderGathering job has been renamed and now performs the loading
of shaders and their introspection. It is also run before the
materiaparameter gathering, so that these jobs and the following can assume
a shader is ready
Change-Id: I6d99b3a104bd96530dc45f4b05d3aaac09d2d077
Reviewed-by: Mike Krus <mike.krus@kdab.com>
Reviewed-by: Svenn-Arne Dragly <svenn-arne.dragly@qt.io>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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- GraphicsContext is now a stateless wrapper around GL calls
- SubmissionContext is a GraphicsContext + caches and states used to render a
frame
Change-Id: I147b56dfd4c403911faadc0e9821fff9a892f71c
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: I89a3ee4b6d72565c1be91244c1bde39f1dd7101b
Reviewed-by: Mike Krus <mike.krus@kdab.com>
Reviewed-by: Svenn-Arne Dragly <svenn-arne.dragly@qt.io>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Id8ef731d5f80648c19221c1d1b334bd8367188c3
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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- test screen space ray casting
- fixed handling of filters
- fixed handling of ray length
- few tests for filter handling
Change-Id: Ifc24d8f9e73556669338b3936a41dfa2c674e306
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I59b817f9972d0a6866f7cc57a4bcd6fe2cd097c9
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Task-number: QTBUG-66498
Change-Id: Icb18a996c9384b3e41f296694d91b13677f054c4
Reviewed-by: Svenn-Arne Dragly <svenn-arne.dragly@qt.io>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Add dependencies to ensure we won't allow the RenderThread to proceed if we
haven't completed the execution of the texture and buffer gatherer jobs.
Change-Id: Iaad67be893738b948bf26ca903f3bff7f16a1b88
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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By setting the proper dependency which ensures we are done looking for
dirtyShaders by the time updateGLResources in the RenderThread is executed.
Patch provided by svenn-arne.dragly@qt.io
Change-Id: I4515cbfc3a391f887a42178220e6f0814a707745
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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In the case where we had two or more groups of RenderCommands where each group
shares a common shader, uniform minification wouldn't be applied to the second
command of each groups after the first one.
Change-Id: Ie73f559e3f44f0f22ddd79017fd413262cae6ab4
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Because of texture sharing, Qt3D compares functor before executing them.
Instead of blindly loading a TextureImage functor which could turn out to not
be used, Qt3D required 2 frames to fully update a texture. This behavior has
been removed, now when a texture image functor is updated, it updates the
texture in one frame. It is assumed that the user is responsible for declaring
only TextureImage that he is actually going to use.
Any scene that uses OnDemand rendering and frequently changes a texture image
functor can be used to test this. (ex-painted-cube is a good example for KDAB)
or paintedtexture-cpp in manual tests
Change-Id: I8c2f13876244a862633e10e472e2b49cbd6e126b
Task-number: QTBUG-63561
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This reverts commit 46319648436814afb5a77755dde6681e304befaf.
We want to be able to render one set of RenderViews for frame n while
concurrently building RenderViews for frame n + 1. The reverted commit removed
that behavior which reduced the CPU time available to prepare a frame.
This would cause on some scenes a failure to meet the ~10ms budget we have to
prepare a frame. This is therefore a regression. The root cause behind this
regression is that a job cannot be executed until all the jobs which have been
previously launched have completed.
The proposed solution would be to instead add an OpenGL command thread that
can be used to load graphics resources required for the RenderViews directly
when required. This would in turn allow to cache RenderViews and keep the
concurrent behavior of RenderView submission and creation.
With that goal in mind, the following patches will be rebased and updated
https://codereview.qt-project.org/#/c/189309/
https://codereview.qt-project.org/#/c/189310/
Change-Id: I4879047c45986a0e615e3aef7b7352f82a04a9da
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I76933b23f27bc0fefcbc55342715b2ebd7f7716d
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I5f8401e7a61924fbfe88fddf5b44fd77fa92099d
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Conflicts:
src/render/backend/renderer.cpp
tests/auto/auto.pro
Change-Id: Idc5bb088ae7f591809f8795124a3e44410bf4cf9
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Apparently this was a major security issue reported to security.qt-project.org
Change-Id: Id52f035134ca6111e24b5820eb1b64b99449e47f
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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Change-Id: I0a7334907e4b34df6955fb24832958b674d7b62b
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Conflicts:
src/animation/doc/src/qt3danimation-module.qdoc
src/render/backend/abstractrenderer_p.h
src/render/backend/buffervisitor_p.h
src/render/backend/renderer.cpp
src/render/backend/renderer_p.h
src/render/backend/triangleboundingvolume_p.h
src/render/backend/trianglesextractor_p.h
src/render/frontend/sphere_p.h
src/render/jobs/calcboundingvolumejob.cpp
src/render/jobs/job_common_p.h
src/render/jobs/pickboundingvolumejob.cpp
src/render/jobs/pickboundingvolumejob_p.h
src/render/jobs/pickboundingvolumeutils.cpp
src/render/jobs/renderviewjobutils_p.h
tests/auto/render/boundingsphere/tst_boundingsphere.cpp
tests/auto/render/commons/testrenderer.h
tests/auto/render/raycasting/tst_raycasting.cpp
tests/auto/render/render.pro
tests/auto/render/renderer/tst_renderer.cpp
Change-Id: I76633bc5a5a065e5f9ea62cc16563377e5c693a3
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Conflicts:
.qmake.conf
src/render/backend/trianglesvisitor.cpp
src/render/backend/uniform.cpp
src/render/jobs/calcboundingvolumejob.cpp
src/render/jobs/pickboundingvolumejob.cpp
src/render/jobs/pickboundingvolumeutils.cpp
Change-Id: Ib8305011c51710a3538c0b29f7022388f5244a38
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This completes the fix for out of order event delivery related to
creation changes. We now ensure that QNodes used as values in singular
and list properties are fully constructed on the backend before they
are referenced in properties of other nodes.
Also added a check to not recurse into sending too many changes
when adding a child node.
Written with Svenn-Arne Dragly.
Task-number: Task-number: QTBUG-65956
Change-Id: I1470e0f685c81d1277ac04ad985ec1b76f1c27c0
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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This would have caught the breakage caused by changing how the camera
view matrix was computed
Change-Id: I521b7e6c700aeaa1c751cdf0aceb8b8ab66a6af9
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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This way a material with a broken shader will fail once (and won't be
retried unless the shader code gets changed), and the application will
continue gracefully, without asserting.
Task-number: QTBUG-65936
Change-Id: I7003e8c6f7d9094280d7757c1020b485f93e3b37
Reviewed-by: Svenn-Arne Dragly <svenn-arne.dragly@qt.io>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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All examples, even with packed data, set actual vertex size on
the attribute. However, convention is to pass 0 for packed data,
in which case GL will compute vertex size based on number of coordinates
and component data size.
Neither the buffer visitor nor the triangle visitor respected this
convention and relied on the real size to be set. Now computing the
actual stride if it's passed in as 0.
Change-Id: I9a65fd7d8d56f181e31faa93389e3fdd1a973c17
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Take the index attribute (and buffer) into account, when present.
Rely on QGeometryRenderer::vertexCount(), when set.
Initially done on dev as: 1d874d33da9174a82fccc266c66a22af006ac8ef
Task-number: QTBUG-65590
Change-Id: I98d1865e3581272471d6b93b9633da38dc77163d
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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When a component is added to an entity, two change
notifications were sent but they both were directed
to the entity.
This makes sure one message is sent to the entity
and one to the component, as was intended.
Same for remove notifications.
Fixed the unit tests which where incorrectly testing for the
subject id of the change notification.
Change-Id: Ic697c08e92e884abf28e675e4ae2b44a93ca45d5
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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This fixes issues with picking when having multiple viewports and/or
multiple windows.
Now check that the mouse event actually hits inside the viewport extents.
Also track the source of events and check that the surface matches the
source of the event.
Remaining issue is overlapping viewports within the same window
Task-number: QTBUG-59567
Change-Id: I76a4ee2bec7300d893fef6040d89bf81f2109795
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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